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=== Long-Range Missiles ===
 
=== Long-Range Missiles ===

Revision as of 12:34, 9 July 2020

Missile weapons come in two flavors, long-range missiles (LRM​) and short-range missiles (SRM​). Missile batteries have a number next to them; this tells you how many missiles will fire when you use that weapon. The LRM-10 weapon fires ten long-range missiles; the SRM-2 fires just two short-range missiles.

SRMs are like shotguns, peppering many locations on the target mech with each blast. While they will have a harder time punching through armor than a laser or autocannon, if that armor is cracked or thin they can devastate them by blowing up internal systems. The same mass devoted to LRM launchers will give a mech the ability to strike at a great distance, although they will deal less damage overall.

  • LRMs also can fire at targets that you don’t have a direct line-of-sight (LOS) to, which you’ll recognize by the curved arc shape of the red line of fire.
  • Pound for pound, missiles deal more Stability Damage than the other weapon types.
  • The larger the size number of a launcher, the faster it chews through ammo.
  • Carrying enough ammunition for at least ten blasts is sufficient for most normal combat situations. For weapons that are likely to be able to fire on a target every turn, like LRMs, fifteen salvoes should be enough.
  • Some mechs carry far more ammunition than they need. An SRM2, SRM4 or LRM5 with a ton of ammo all to itself is a waste.
Ranges Ammo

Per 1Ton

Type Minimal Optimal Max
SRM 0m 180m 270m 100
LRM 180m 420m 630m 120

List

Short Range Missiles

All SRM shots deal above-average stability impact per hit compared to other weapons. There are three basic types of SRMs:

  • SRM2: A tiny rack of Short-Range Missiles that deal little damage but also cost almost nothing in the way of weight, space, heat, or ammunition consumption.
  • SRM4: The midtier rack of Short-Range Missiles which deal good damage for comparatively few negatives other than their inherently short range and need for ammunition.
  • SRM6: Largest available rack of Short-Range Missiles and pack considerable punch while also being lightweight.
Name Manufacturer Mounting Damage Combat performance Value Rarity
Tonnage Slots Direct Stability Heat Heat generated Accuracy Modifier Critical Multiplier

SRM2

SRM2 Holly 1 1 8x2 3x2 4 20,000 0
SRM2 + Holly 1 1 10x2 3x2 4 30,000 2
SRM2 + Irian 1 1 8x2 3x2 4 +25% 30,000 1
SRM2 + + Holly 1 1 12x2 3x2 4 40,000 4
SRM2 + + Irian 1 1 8x2 3x2 4 +50% 40,000 2
SRM2 + + Valiant 1 1 10x2 4x2 4 30,000 3
SRM2 + + + Valiant 1 1 12x2 5x2 4 40,000 5

SRM4

SRM4 TharHes 2 1 8x4 3x4 8 60,000 0
SRM4 + Holly 2 1 10x4 3x4 8 70,000 2
SRM4 + Irian 2 1 8x4 3x4 8 +25% 60,000 1
SRM4 + + Holly 2 1 12x4 3x4 8 90,000 4
SRM4 + + Irian 2 1 8x4 3x4 8 +50% 70,000 2
SRM4 + + Valiant 2 1 10x4 4x4 8 80,000 3
SRM4 + + + Valiant 2 1 12x4 5x4 8 90,000 5

SRM6

SRM6 TharHes 3 2 8x6 3x6 12 90,000 0
SRM6 + Holly 3 2 10x6 3x6 12 110,000 2
SRM6 + Irian 3 2 8x6 3x6 12 +25% 100,000 1
SRM6 + + Holly 3 2 12x6 3x6 12 130,000 4
SRM6 + + Irian 3 2 8x6 3x6 12 +25% 100,000 2
SRM6 + + Valiant 3 2 10x6 4x6 12 120,000 3
SRM6 + + + Valiant 3 2 12x6 5x6 12 140,000 5

SRM6

SRM6 TharHes 3 2 8x6 3x6 12 90,000 0
SRM6 + Holly 3 2 10x6 3x6 12 110,000 2
SRM6 + Irian 3 2 8x6 3x6 12 +25% 100,000 1
SRM6 + + Holly 3 2 12x6 3x6 12 130,000 4
SRM6 + + Irian 3 2 8x6 3x6 12 +25% 100,000 2
SRM6 + + Valiant 3 2 10x6 4x6 12 120,000 3
SRM6 + + + Valiant 3 2 12x6 5x6 12 140,000 5

Long-Range Missiles

LRMs

A double rack of LRM5 and LRM15 on a Griffin.

There are four kinds of missile racks, all of which are capable of indirect fire.

  • LRM5: The smallest rack of Long-Range Missiles are very mass-efficient and tend to serve as harassment weapons.
  • LRM10: This launcher has supporting fire role when mounted on most units, with fairly low damage balanced by low heat and ammunition consumption.
  • LRM15: These units deal substantial damage and stability impact over distance, and can be found in pairs on indirect-fire support mechs.
  • LRM20: Often found as the secondary weapon on heavier mechs, these massive launchers are heavy and chew through ammunition, but their impact is impossible to ignore.
Name Manufacturer Mounting Damage Combat performance Value Rarity
Tonnage Slots Direct Stability Heat Heat generated Accuracy Modifier Critical Multiplier

LRM5

LRM5 Irian 2 1 4x5 2x5 6 80,000 0
LRM5 + Delta 2 1 4x5 3x5 6 80,000 2
LRM5 + LongFire 2 1 4x5 2x5 6 +25% 90,000 1
LRM5 + Telos 2 1 5x5 2x5 6 90,000 2
LRM5 + + Delta 2 1 4x5 4x5 6 100,000 4
LRM5 + + LongFire 2 1 4x5 2x5 6 +50% 100,000 2
LRM5 + + Telos 2 1 6x5 2x5 6 110,000 4
LRM5 + + Zeus 2 1 4x5 3x5 6 +25% 100,000 3
LRM5 + + + Zeus 2 1 4x5 4x5 6 +50% 120,000 5

LRM10

LRM10 Jackson 5 2 4x10 2x10 10 150,000 0
LRM10 + Delta 5 2 4x10 3x10 10 160,000 2
LRM10 + LongFire 5 2 4x10 2x10 10 +25% 160,000 1
LRM10 + Telos 5 2 5x10 2x10 10 180,000 2
LRM10 + + Delta 5 2 4x10 4x10 10 200,000 4
LRM10 + + LongFire 5 2 4x10 2x10 10 +50% 170,000 2
LRM10 + + Telos 5 2 6x10 2x10 10 200,000 4
LRM10 + + Zeus 5 2 4x10 3x10 10 +25% 170,000 3
LRM10 + + + Zeus 5 2 4x10 4x10 10 +50% 200,000 5

LRM15

LRM15 Irian 7 3 4x15 2x15 14 220,000 0
LRM15 + Delta 7 3 4x15 3x15 14 250,000 2
LRM15 + LongFire 7 3 4x15 2x15 14 +25% 230,000 1
LRM15 + Telos 7 3 5x15 2x15 14 260,000 2
LRM15 + + Delta 7 3 4x15 4x15 14 300,000 4
LRM15 + + LongFire 7 3 4x15 2x15 14 +50% 240,000 2
LRM15 + + Telos 7 3 6x15 2x15 14 310,000 4
LRM15 + + Zeus 7 3 4x15 3x15 14 +25% 260,000 3
LRM15 + + + Zeus 7 3 4x15 4x15 14 +50% 290,000 5

LRM20

LRM20 Jackson 10 4 4x20 2x20 18 290,000 0
LRM20 + Delta 10 4 4x20 3x20 18 320,000 2
LRM20 + LongFire 10 4 4x20 2x20 18 +25% 300,000 1
LRM20 + Telos 10 4 5x20 2x20 18 340,000 2
LRM20 + + Delta 10 4 4x20 4x20 18 350,000 4
LRM20 + + LongFire 10 4 4x20 2x20 18 +50% 310,000 2
LRM20 + + Telos 10 4 6x20 2x20 18 400,000 4
LRM20 + + Zeus 10 4 4x20 3x20 18 +25% 330,000 3
LRM20 + + + Zeus 10 4 4x20 4x20 18 +50% 370,000 5